Phase I: The March Injunction (Pause the Game)
Before you click a single blade of grass, press Spacebar. In the eyes of the law, this is an injunction. You start in March with five families, one ox named Cletus, and a pile of supplies left exposed to the elements like Amazon packages in a bad neighborhood. If it rains before you build storage, your starting bread will dissolve into a sad porridge, which is a flagrant breach of the Implied Warranty of Edibility.
1. Order the Second Ox: Go to your Hitching Post and immediately order a second Ox for 20 Regional Wealth. Your entire economy relies on single-oxen logistics and running it on one ox is a tortious act of pure economic latency.
2. Build the Logging Camp: Place this on the closest dense tree line. Assign 2 families here immediately to generate construction logs.
3. Build the Woodcutter's Lodge: Place this nearby. Your serfs consume fuel year-round for cooking, not just in winter. Leave them without firewood in April, and your approval rating will drop faster than a bad corporate PR statement.
Phase II: The Anti-Spoilage Emergency Act (Mid-to-Late March)
1. Build the Granary & Storehouse: Position these close to your starting supply pile.
2. Reallocate Labor: The moment these structures are complete, temporarily pull families out of the Logging Camp and Woodcutter’s Lodge. Assign 1 family to the Granary and 1 family to the Storehouse. Their statutory duty is to haul the starting bread and tools out of the rain before the April showers ruin your assets.
3. Establish the Marketplace: Paint a small market plot (capped at 10 to 12 stalls) directly adjacent to your Granary.
Legal Pro-Tip: To ensure maximum logistics efficiency, open the advanced menus for your Logging Camp and Woodcutter’s Lodge and uncheck the "Allow Market Stall" box. This legally prohibits regular peasants from opening inefficient stalls, forcing your dedicated Granary and Storehouse workers to monopolize the market.
Phase III: Sustenance & Zoning Lawsuits (April)
1. Build the Hunting Camp or Forager Hut: Look at your sector's rich deposit. Build the corresponding gatherer structure and assign 1 family to secure a steady food supply.
2. Build 3 Burgage Plots (The Slumlord Clause): Place three "double-occupancy" residential plots. When dragging the boundary lines, stretch them out so they feature the Housing Extension icon (a house with a plus sign).
Plot 1 (The Industrial Farm): Make this plot physically massive. A larger backyard means a larger Vegetable Garden, turning one family into a high-yield carrot cartel.
Plots 2 & 3 (The Duplexes): Make these standard-sized double-occupancy plots. Under medieval zoning loopholes, two families sharing a duplex consume the exact same amount of firewood as a single family, effectively halving your heating liabilities.
3. Build the Well (The Hydration Mandate): Place this directly adjacent to or in the center of your newly zoned Marketplace. Burgage plots have an explicit, statutory requirement for "Access to Water." If your new tenants move into Plots 1, 2, or 3 in April and find out they have to walk half a mile to a muddy creek to drink, their approval rating will plummet, triggering a swift Constructive Eviction Lawsuit (they will refuse to move in or level up).
Phase IV: The Immigration Loophole (May onwards)
1. Build the Sawpit: Once housing is secure, assign 1 family here to process your raw logs into Planks.
2. Build the Wooden Church: This requires 20 Planks. Completing the church satisfies the spiritual compliance department, skyrocketing your approval rating well past 50%.
Summary of Workplace Allocations (May 1st)
By May, your workforce must be distributed exactly as follows to maintain peak operational compliance:
- Logging Camp: 1 Family chopping down trees to fuel your structural ambitions.
- Sawpit: 1 Family turning logs into planks which is the premium currency of the early game.
- Granary: 1 Family running market stalls and hoarding berries and meat like a doomsday prepper.
- Storehouse: 1 Family organizing logs, leather, and tools.
- Hunting/Foraging: 1 Family keeping the village from cannibalism.
- Unassigned: 1 Family, the newly immigrated May workforce reserved strictly for construction labor.
Immediate Backyard Extensions: The Micro-Economy
Once your new families arrive and you generate a little bit of Regional Wealth, click on your large Burgage Plots and build these backyard additions:
Vegetable Gardens: Essential for one of your large plots. Vegetable yields scale based on the physical size of the backyard. Make one massive backyard, and that single family will produce enough carrots to feed a small army.
Goat Sheds: Great for your smaller plots. They generate passive Hides, which you can turn into Leather at a Tannery to fulfill the clothing requirements for Tier 2 house upgrades.
Follow this protocol, and you will achieve a stable, high-immigration meta-economy before the local bandit encampments realize you exist.
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